Divide the classroom into two teams. Pop the balloon with the right answer. The team with the most points win.

A great way to practise multiplication.

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Shoot the basketball at the basket that contains the correct answer to the multiplication question. But hurry! Players only have twenty seconds to aim for the highest score they can attain! And if their aim isn’t true, the ball can bounce right out of the basket and miss!

Given basketball’s already competitive nature, it is not difficult to create a group game out of this by separating the class into teams, with each team aiming to get the highest score possible within twenty seconds. They can even create their own team names, for added creativity and fun! However, the game also keeps track of the top five highest points of all the players who had played it within the day. Are the teams good enough to defeat the highest score of the day, made by someone who can possibly be across the country, or even the ocean? Who will be crowned as basketball champions of the day? Let’s find out!

Introduce your students to fractions with this simple fraction game.

The objective of the game is to fill up three flowers that were split into fractions with actual petals. To do this, the players are asked to pick one of the two fraction cards that are displayed at the bottom of the screen. The game then produces a corresponding petal card with a random color, which the players are then asked to match to one of their flowers. If the fraction card or the color the player needs is not listed on screen, he will have to skip his turn. The first player to fill his flower bed with flowers wins.

The game has a two player mode for team play, and the teacher also has two difficulty options. Try it out!

Snowball Fight! is a game where players are asked to hit characters appearing randomly on-screen with a snowball, which then leads to a question to be answered. Though the questions are related to math by default, they can be modified so that they can contain any topic the teacher wishes, making the game highly customizable and can be adjusted for any grade.

Teachers can make turn this into a competitive challenge by forming his students into teams, with each team having a representative. The representatives quickly tries to guess under which object on-screen the random character will appear in, with no two teams having the same guess. Whomever gets the correct answer will earn his team a point, provided that they are able to answer the given question.

Having trouble getting kids to pay attention to math because of the holiday season? Are they too busy thinking about the coming vacation, imagining about building snowmen and popping firecrackers? Maybe this game will help!

Christmas Math consists of several math-related games melded in a package that contains snowmen, Christmas ornaments, fire crackers, and gifts. Players are asked to perform number counting, matching, ordering, and sequencing, depending on the type of game chosen. Competitive games could be formed by letting the kids form groups and challenge each other to completing the most games without any mistakes. Perfect for keeping students engaged… at least until the final bell rings!

A simple counting game where children are asked to count the number of animals that they can see on-screen, then color one square for each in the grid below. Aside from exercising their counting abilities, this introduces them to the basic concept of charts and grids.

The teacher can opt to let the entire class count together, or to separate them in teams, where each group fills up a grid of their own that their teacher had prepared in advance. The students submit their grids, and the answers are checked against those entered in the game itself. The teacher can then tally up correct answers, either by individual pets, or by entire grids – possibly even a combination of both. There are at least two pictures, but the number of pets that appear are randomized, so the facilitator can run the game however times he would like. The team that earns the most points at the end wins.

Allow your students to reveal the hidden picture by matching the equations to the side with the boxes containing their corresponding answer. But beware, for they should also take note that they should follow a certain operational order when performing their calculations; otherwise, they would not be able to match the boxes correctly!

There are a number of ways to convert this into a team game. The teacher can opt to time each group to see how long it would take for them to reveal the mystery picture – the group with the fastest time wins. Alternatively, each group could be given a set time to reveal as many hidden pictures as they can, with the team revealing the most winning the game. Another possible option is that the groups could take turns in revealing a box and then attempting to guess what is hidden underneath; the group that makes the first correct guess wins.

In an interesting combination of money recognition and addition, players are asked to click on coins that would amount to the total that is displayed on the upper-left side of the screen until the given time has ended and the player moves on to the next level.

However, there is a catch. As time progresses, coins continually drop at random positions in a steady pace from the top of the screen. If even just one stack of coins become high enough to reach the red-colored level at the top, the game ends. The only way to prevent this from happening is to be fast enough to choose the correct coins so that those above them can drop down. The rate in which the coins fall depends on the player’s level; the higher the level, the faster they come.

Though there is no score, teachers can convert this game into a simple challenge where the student(s) with the highest level reached wins the game. Alternatively, if possible, one can open two instances of the game and ask two groups to play at the same time; the group that lasts longer wins the game.

The objective of this game is to guide the turtle to a pond by means of giving a set of commands. Unlike other games of this type, however, the turtle will not immediately act upon the instruction left by the player. Instead, the student will have to carefully plot his way through a plane, building up a set of instructions that the turtle will follow only when the play button is clicked, with hopes that once it has reached the end of the list, it has successfully reached its target.

Aside from the default location of the turtle and the pond, the teacher can opt to choose other predefined configurations, which includes adding obstacles along the course. It is also possible to make the game even more challenging by removing the grid lines, or changing inputs so that the angle in which the turtle can move is no longer defaulted to 90 degrees.

Though the game’s learning benefits for math classes are obvious, it is also quite an excellent tool for teaching young students a bit of basic computer programming skills by exercising their logical thinking without immediately seeing the results.